Hand Of Urxehl (7-8)
Level 9Abilities
The hand of Urxehl begins with 4 fingers embedded outside of the rift. At the beginning of the encounter, the hand is Quickened, and can use this additional action to make grasping claw Strikes. For every 45 damage the hand of Urxehl takes, one of these fingers recedes and the hand loses 1 action, first losing the quickened condition, then becoming Slowed 1 and Slowed 2 before being defeated at 0 Hit Points.
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
10 feet. A creature that enters the area must attempt a DC 28 will save. Critical Success The creature is unaffected. Success The creature takes 2d6 spirit damage. Failure The creature takes 4d6 spirit damage and is Frightened 1 for 1 round. Critical Failure The creature takes 8d6 spirit damage and is frightened 1 as long as the portal to the Abyss remains open.
Trigger The hand takes enough damage to lose an action Effect the hand thrashes about in pain, causing a minor earthquake. Creatures within 60 feet of the portal must succeed at a DC 28 reflex save or be knocked Prone.